The Sylph Species in Crystalis | World Anvil
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The Sylph

The Djinnasi of Air

The Sylph are the elemental race, or Djinassi, associated with the element of air. The Sylph are a people that are rather hard to pin down, both literally and figuratively. They often prefer to travel in bands rather than settle in one central location. Though without a homeland, the sylph still display a very rich and vibrant culture. To outsiders, their mode of dress would look flamboyant or even gaudy, but to the Sylph, their colors and dress celebrate the life that is all around them.   Cultural Personality   The Sylph are very emotional creatures. They often feel very deeply, but for very short periods of time. A Sylph will be quick to anger, only to have their rage quelled in an instant. This has lead to the stereotype that the Sylph are fickle and untrustworthy, but to be fair, even the most solemn of humans have mood swings. The Sylph would simply say that life is about taking it all in and getting the fullest experience. Sylph tend to form deep, familial like bonds to their community. They will often remember people that were met only once and greet them as friends whenever they are seen again. Some in the civilized world view this friendliness as an attempt to either take advantage of previous acquaintances for some gain, or perhaps to attempt to pick your pocket and make off with any valuables on your person. This stereotype has seen the Sylph unwelcome within certain communities.   Religion   The Sylph generally adapt to the religion of whatever land it is that they primarily occupy. As such, many of the Sylph believe in and worship the Anatolian gods the same as humans. However, the Sylph have many spiritual traditions that have been passed down through the ages. One of these key beliefs is that when Sylph die, they do not go to the afterlife as humans do, but rather become part of the world. As such many Sylph will also pray to the winds which they believe contain the spirit of their ancestors. Other than this, the Sylph also tend to add rituals that have been passed down. These rituals, ancient as they are, often involve divination through bones, stones, or cards, small rituals to help the sick or wounded, and songs and dances that invoke the gods. These unique rituals are passed down from generation to generation through involvement and oral tradition. Therefore; they have changed significantly over the years as each generation has added their own steps, incantations, and personal tough to the rites.   Culture   As mentioned earlier, the Sylph tend to stick into large, roving tribes or caravans. They will go from city to city either camping in the slums or right outside the walls. They send some of their group in at a time in order to barter for supplies or work for money as the rest stay within their encampment. When they have become too stir crazy or the city has become to hostile, the group moves along to seek another location or to simply wander and take in the fruits of the world. The Sylph believe that all Sylph are part of a large family. As such, they often are in close contact between tribes, or at the very least, keep track of all other groups near by. The person that leads the group acts as both a lawmaker, court, and logistics expert. Their leader, called a Toreneish, is responsible for all members of that group. When a youth steals from a city and gets caught, it is the Toreneish that barters with the city for the youth's release. If the food supply is running low, it is up to them to procure extra food stuffs for the next journey. Often times it is also the Toreneish that will directly dispense punishment (most of the time physically) unto any unruly Sylph

Basic Information

Anatomy

The Sylph's slender frames do not betray their agile nature, nor do the markings upon their skin leave any doubt about their ancestry. A Sylph's skin tone ranges from a pale-blue white to shades of sky blue. They are born with markings, often blue or white in color, that appears as swirling designs on their body. While humans have not come to understand any connection to genetics and the formation of these markings, the Sylph understand that their markings are a indication of their personality and fate. Sylvan hair is pale in color, often either blonde or stark white, While heir eyes match the color of their markings. The Sylphs height varies much less than that of other species, often ranging from 5'5" to 6' for both males and females with an average of 5'8" across the spectrum.

Ecology and Habitats

Sylphs are a primarily nomadic people. Most travel in sprawling caravans that house multiple generations. Sylvan lore will indicate that they once had a homeland in the far north eastern part of Anatole, but no records or findings support this. Without a homeland, the Sylph travel from place to place, ever moving. Most sylvan people have come accustom to using their movements to deliver goods between settlements and making a hefty sum as couriers or transports. Though they are constantly on the move, Sylvan caravans further south than Anatole's central plains are rare. These nomadic people tend to stay in the northern, drier regions that offer more freedom of movement than central of southern Anatole. Due to their constant movement, and forays into the spiritual, the Sylph carry a reputation of thieves, smugglers, and con-artists within other communities. Despite this stereotype, the Sylphs enjoy a freedom seldom held by other races of people.

Additional Information

Social Structure

The Sylph social structure is far more fluid than that of other cultures. Most Sylvan communities are extremely nomadic and fluid with their populations. In most cases, each community is lead by a single leader who makes decisions concerning the caravan. There is no particular convention as to whom is appointed to this position. When the previous leader of a caravan can no longer lead, then it is whomever takes up the mantle of leadership and is accepted by the caravan. The Slyvan tendency to never settle in one location has granted then certain privileges among other nations. Typically, a Slyvan caravan can come and go as they please. Some nations, such as Astrellas, require documentation for the caravan and a purpose such as trade or entertainment before they are allowed to enter into any major cities. This being the case, Sylph have strablish somewhat of a vast trade network in the northern regions of Anatole .

Facial characteristics

Sylph have sharp facial features that accentuate certain features such as pointed noises and almond-shaped eyes. Sylvan markings typical of their race sometimes extend to the facial regions.

Geographic Origin and Distribution

Sylph can be found anywhere in the world, but the largest concentration of their population is found in the north-eastern areas of Anatole. Sylvan caravans prefer large, uninterrupted lands. The arid Northern deserts serve their purposes well. Many of their caravans make frequent journeys throughout the deserts of Yomraih.

Perception and Sensory Capabilities

Sylphs have a spiritual connection with the winds and air around them. According to Sylvan lore, each Sylph is connected deeply to their ancestors who are the wind itself. Sylvan peoples have a natural aptitude with elemental magics that manipulate the flow of air or electricity. The spiritual leaders of their people, refered to as shamans in the common tongue, are said to have the ability to predict the weather and even control it's patterns.

Civilization and Culture

Naming Traditions

Slyph have a very lax naming convention that commonly adhere to a simple convention. Males have harsher or stronger sounding names where as females have softer, more emotional oriented naming traditions. It is not uncommon for a Sylph to be named after a important person in a Sylph's life such as a close friend, parent, or caravan leader. Male Names: Royce, Zache, Tel, Damen Female Names: Venta, Reana, Urla, Judith

Major Organizations

While the Sylph have no official orginizations other than the caravans, they are used as traders and couriers for goods that ravel ovre the land in the Northern regions of Anatole .

Gender Ideals

Other than courtship, Sylph have very fluid ideas of gender and role. Males and females are seen as equal in most ways. The Sylph allow both males and females in all roles within their communities whether it be defense oriented, leadership, religious, or providing for the caravan.

Courtship Ideals

Sylph, unlike most other races, have a single courtship ritual among their race. Males and Females go through a multi-step process that involves gifts, dances, and waiting periods before joining with their partners. Courtship is started with the receiving of a gift from the suitor. Males typically make the gift by hand. The worth of the gift is less important as the time and effort it took to make it. A female can't reject their suitors gift, but may give the gift to another such as a friend, child, or leader should she deny the suitor. If she accepts, the female will typically invite the suitor to a private place and perform for him. During this performance, usually dancing, the female will show much of her body to her suitor. The suitor is not allowed to engage or touch his intended during this portion of courtship. Should the suitor accept his intended's performance, he must spend at least 7 days making no contact with her or any other would-be partner Should, after this period of time, both partners still wish to engage, they are traditionally allowed to form a relationship.

Relationship Ideals

Sylvan forming long term or life relationships with their partners is atypical. Most Sylvan couples who court one another and enter into a relationship only stay together for a few months to a few years.

Major Language Groups and Dialects

Sylph speak the language of the Air Djinnassi, Auran. Auran is a complex language that has many syllables that are made by pushing lots of air through the throat and using the back of the throat to vocalize certain words. Non-Sylph who learn this language have a difficult time pronouncing some of the more complex phrases in Auran.

Common Etiquette Rules

Etiquette between Sylvan caravans varies greatly depending upon which regions the caravans frequents most often. Common etiquette is often simply adopted from the surrounding cultures, though there are a few common rules between Sylph. One such rule states that a Sylph should never do anything that would bring harm to their caravan.

Common Dress Code

Sylph do not have a code of dress, but do have typical dress conventions. Sylvan clothing is mostly made up of layers of soft cloth, often thin in nature, that allows a full range of movement. Female Sylph typically wear less clothing than males, often showing midriff, shoulders, and legs. While in hot environments, Sylph will wear multiple layers with scarves that protect their faces from the harsh, sandy winds of the desert.

Culture and Cultural Heritage

While Sylph primarily borrow customs from other culture and put their own spin on it, there are underlying themes among Sylvan cultural traditions. Sylph are taught to dance, sing, or perform at young ages. This allows many Sylph to learn the traditions of their ancestors as well as the stories told through various mediums. Additionally, Sylph are raised with the ideas of soaking in life and it's experience.

Common Taboos

Sylph enjoy a life of freedom from many government orginizations, but also are denied the benefits of such organizations. Sylph thus have learned how to take care of their own. The highest taboo that a Slyph can make is to willingly endanger their own caravan. This can be as simple as inviting dangerous outsiders into their community, to invoke the rage of a local town or lord that brings danger to the caravan.

History

The vast majority of Sylvan history comes from the Sylph's oral tradition. Many of their stories claim that the Slyph once had a homeland somewhere across the desert (theorized to be located somewhere in the most north eastern reaches of Anatole ). This homeland was either abandoned, destroyed, or conquered depending on which story is being told. Despite these stories, Sylph in general don't seem to have a need to go back to their homeland.

Historical Figures

Kalen Ausgian   Kalen was a prominent Shaman, or spiritual leader, among the Sylvan people. Stories surrounding him tell of Kalen defeating a great evil that had enslaved the Sylvan people in ages long past. The stories state that Kalen plunged his dagger deep into the heart of the Great Wurm and took away the Wurm's power. The story also tells of a great Horde stolen by this tyrannical figure from the Sylvan people that could one day be found under the sands.

Common Myths and Legends

The wind itself is the whispers of their ancestors, according to Sylvan lore. Sylph believe that their essence does not pass on to the human heaven or gods, but rather becomes a part of the world in the form of winds, storms, and the very air that hey breathe. While sylph do have other myths such as that of their original homeland, but their beleif in the spirits on the wind is by far the most prominent between Sylvan communities.

Interspecies Relations and Assumptions

Sylph are considered flighty at best, and untrustworthy at worst by other cultures. This stems from their long history of nomadic communities and their proclivity towards trade, entertainment, and mysticism. Despite this stereotype, many nations still rely upon the Sylph to trade wares among their land trade routes.
Scientific Name
Ventus Djinnassi
Origin/Ancestry
Djinassi
Lifespan
60-75 Years
Average Height
1.5-1.8 Meters (4'11" to 5'11")
Average Weight
95-150 lbs
Average Physique
Sylph are more slender than the average humanoid. Their lankiness and slender builds stems from generations of Sylph with poor diets and a lack of access to proper food. Due to this, the Sylph have developed extremely slow metabolisms that allows them to go for long periods of time without water or food. Slyph can maintain decent muscle mass despite their slender builds.
Body Tint, Colouring and Marking
All Sylph have at least some markings typical of the Djinassi. Their markings show in shades of blue, usually pale. These tattoo- like markings are evident on each Sylph from birth, and show in swirling, smooth patterns on various places of the body.

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